The definition of AssaultModule in StarbaseModuleDefs.xml looks like that: AssaultModule AssaultModule_Name AssaultModule_Dec AssaultModule_ShortDec GC3_Assaul
lyssailcor
A weapon in StarbaseDefs.xml contains this section (the same for all weapon types): BeamWeapon Starbase Flat &nbs
Never mind, I found out myself: you can enter the command "ai" to transfer control of the player faction to the ai and can get control back anytime by entering "ai" again.
Is is possible to run a soak game only a certain number of turns so that the player gets control back?
I checked it now with my new Laser definition, it works like joeball123 described, although you see only the first value as "Beam Weapon Mass" in the tooltip when moving the mouse over the component on the left side, and only when you place the component on the ship in Equip mode the calculated value is deducted from the remaining space.
[quote who="joeball123" reply="3" id="3662245"] Quoting lyssailcor, reply 2 You say "the way it's supposed to work" - does that mean it actually doesn't work like this? I believe it does work; at any rate, it did the last time I played, though that was a while ago. [/quote] <
It seems to be either too complicated to fix or to be too low on the priority list (or both ;)) although it should be easy enough to recreate the problem since a lot of people report it (I have it also, on both my machines) so it can't be a problem with hardware configuration.
Ok, thanks for that comprehensive answer :) You say "the way it's supposed to work" - does that mean it actually doesn't work like this?
Hi modders, does anybody know what HullMassScaleMod in ShipComponentDefs.xml means exactly? I checked that for Lasers: HullMassScaleMod has two ValueParams, one 10 and one 0.01. I assumed the first one refers to the standard mass of a laser component for a certain hull size and the second ValueParam modifies that somehow according to hull size. But when I checked in my current game (1.9, Torians) Lasers have always a mass of 9, no matter which hull size (tiny, small medium, no
[quote who="mortili" reply="44" id="3662097"] nope, unlike gc2 all weapons of one type are treated as one weapon, so they share the range, cooldown etc. [/quote] :(
[quote who="mortili" reply="41" id="3662047"] Quoting lyssailcor, reply 40 Quoting dstjames, reply 39 I dont like how th
Before I forget a clarification: I also have ships moving choppily when I move them manually, not only at end of turn.
[quote who="dstjames" reply="39" id="3662026"] I dont like how the weapons/ship sizes are done now. I think larger ships should have larger weapons that do more damage but are easier to avoid by small nimble ships so that you need a mix of ship sizes to handle different threats. I know thats what the different roles are supposed to accomplish but I dont think they really do it correctly. [/quote] Hm, a question to the modders: would it be possible to a
[quote who="lyssailcor" reply="2" id="3661009"] Can't say if it becomes worse as the game proceeds but I have this problem right from he start. And as I said also, when I played before (always insane maps) the problem didn't exist ... [/quote] My observations show: actually it's not from the start, it's as Seilore says, it gets worse as the game progresses.
I noticed today that at end of turn the game moves every ship "simultaneously", by visiting each ship in a loop and move it by one hex, until all ships have used up their movement points. May it be that the game does this also for ships not on screen and that causes the substantial delay (the more, the further the game has progressed since there are more ships to move ...)?
[quote who="Publius of NV" reply="20" id="3661845"] Quoting Philocthetes, reply 19 I've got a new extra-clicking habit of pulling back to the last full-move node on a long-distance order. But that fails on really long moves when the UI gives up on tagging turns on the line. I've been d
I only play insane maps ... although I must admit that I pratically never finish a game because at some point especially the star base management gets too repetitive and boring ... Still I like the vastness of the galaxy, what is emphasized when having tight clusters. In 1.9 I have one more management problem: shipyards and ships. I'm only at mid-size hulls, but until then the ships appear too cheap so that all my shipyards spam war ships every 1-3 turns and constructors i
[quote who="General Pants" reply="17" id="3661698"] Quoting erischild, reply 15 I agree with the OP. It would be a big help. On a related note, I also want the TURN button to move all automated ships and stop if any have leftover movement. Then I would have a chance to decide what to do with that mov
As I stated elswhere show all in the current turn (still if already moved) reachable hexes of a fleet or ship be coloring those hexes when ship or fleet is selected.
+1 That has bothed me a lot in my games. And while we are at it: show the range of the fleet (or a single ship) by coloring all reachable hexes when it's selected!
Ok, now somehow I feel compelled to issue my opinion also: I'm an optimizer, so if there is a chance to micromanage something I *must* do it :) That leads to me building lots and lots and lots of starbases (when I'm not at war). And that leads ultimately to frustration, since we have no tools to manage dozens and dozens of starbases. Do I have to put research modules on a (econ) base? Depends on planet specialization, but if I have a lot of them I can't remember wh
Can't say if it becomes worse as the game proceeds but I have this problem right from he start. And as I said also, when I played before (always insane maps) the problem didn't exist ...
I noticed in the 1.9 opt-in patch and also in the 1.9 official patch that ship movement on the map is very, *very* choppy and slow. Since that was not the case before it can't be my machine (Intel Core i7-4720HQ, 2.6 GHz, 32 GB RAM, NVIDIA GeForce GTX 980M) or operating system (Windows 10 Home). Although I have to admit I didn't play for a while and so can't say whether it was a previous patch that introduced the problem ...
Best option imho would be to give players a slider at startup to determine sector count themselves (in steps to ascertain a symmetrical map, e. g. 7 / 19 / 37 / 61 / 91 / 127 ...). Perhaps a second slider to determine average star density per sector would also be nice. But for meaningful values of that I have no proposal because I don't know what the game is capable of. But I fear that would be too much of a change to be implemented ad hoc ...
If it comes to small wishes for one of the next updates I also have one: in the planet screen display the bonuses and penalties from planet properties (like "thin atmosphere" or "serene") and colonization events at a prominent place so that I can see at one glance for what the planet is suited best (apart from tiles). If I have a lot of planets I can't remember those values and often have to hover with the mouse over "Manufacturing", "Research", "Net Income" and "Influence" and th